head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Pure Mechanics
A run-and-gun testing twitch execution against memorised bullet-heavy boss scripts.

Execution · Pure Mechanics
Precise jump execution across fixed levels with secrets to memorise.
Hard Corps: Uprising leans Execution (Pure Mechanics); Super Mario World leans Execution (Pure Mechanics).
Hard Corps: Uprising leans a little harder on execution, though the gap is small.
Hard Corps: Uprising
Bullet-dense run-and-gun demands precise movement and reflexes
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Hard Corps: Uprising
Boss patterns are fixed scripts to memorise
Super Mario World
Scripted Koopas adapt to nothing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Hard Corps: Uprising
Deterministic stages leave nothing random
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Hard Corps: Uprising
Rising-mode upgrades and pattern memorisation structure progress
Super Mario World
Secret exits and route knowledge add a modest solvable layer
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.